Here's a quick summation of ideas, and some more that I'm sticking in:
- Fast play, multiple rounds needed for victory
- Single goal of 3 "victory points" that can be earned through winning the arena, or through hidden victory conditions based on event draws, faction based, etc.
- Fluxx-like card play where each player turn is fast, and cards in each players hand can be played all at once to make super attacks, super defence, combos, or since there is a Fluxx element, a series of "exploding" card sequences (one card causes other cards to be drawn, played, etc.)
- Interrupt cards can be played out of turn by other players.
- Since there is a faction/hidden victory conditions element, maybe there is also an ability to assist other players.
- "Location based", meaning that where you sit at the table determines where you can attack based on what equipment you are using, or what maneuver cards you have played. Location could also be represented on a simple board so players could run away from each other, group up, etc. The board might be too much location restriction rules, I'm thinking 1st vs. 4th ed D&D rules where 4th is a very strict map based game, and 1st is totally free flowing.
- Equipment could be location based too, so a shield card will be placed to better protect attacks from certain sides/players.
- Cards have 0 - 3 values on them representing attack, defense, and combo/maneuver. There are also event cards that can be played to change the rules of the game, maybe? Each turna player can attack another player by simple attack values, or playing a combo card that might need a certain # of total attack/defence/combo values to be played along with it. These combo cards might cause disarmament, a missed turn, inability to attack/defend, reduced hand size, etc. I see this as awesome finishing moves or setups for allies to do some wicked awesome tag team kills, etc.
I don't want to discount Jon's hole punch idea, but like I said, I think it would be totally awesome in a spaceship game.